You signed in with another tab or window. Reload to refresh your session.You signed out in another tab or window. Reload to refresh your session.You switched accounts on another tab or window. Reload to refresh your session.Dismiss alert
I've been mucking about with intrigue and relationships in .47.4, and found out that some of these values relate to the interrogation mechanic in Adventurer Mode. However, because adventurer mode is disabled in .50, I'm just going to park my observations here until it is enabled again.
The unknown variables are largely first described in the devlog of the 16th of October 2019:
Interrogation work has continued as promised with some additions to the conversation system. The first part was to add some new per-character variables to every conversation - how much a person wants to stay, whether they are pleased with things, and how confident/dominant/composed they are feeling, basically (this is more or less experimenting with valence/arousal/dominance emotional theory stuff, to see how it complements the myriad circumstance-based emotions we use already.) The second was to add tones/tactics attached to utterances, so that a skill like 'intimidate' and a skill roll can piggyback from the menu selection to the character's 'move' through to their utterance in the conversation and finally to a reaction in the listener.
unk_4 controls the attitude, with positive values being Positive Attitude, with around >50 becoming Positive Attitude (Green). Neutral attitude is around 0 and seems to be between 10 and -10, but more research is required. < -25 is negative attitude (orange) <-50 is negative attitude (red)
unk_5 is patience. This controls how much the subject of the conversation wants to continue the conversation. Nothing is shown between -25 to +25, >25 becomes 'Patient' and <-25 is Impatient (Yellow), <-50 is Impatient (Red).
unk_6 is confidence. Nothing is shown between -25 to +25. >= 25 is 'confident', > 50 is 'bold' and <-25 is 'unassuming', < -75 is 'acquiscent'
unk_7 is activeness. Not sure yet how exactly this one works, but >50 is 'animated', <-50 is 'sluggish', I've also seen 'inactive' is <0 >= -25. 'Agitated' is > 75
Confidence and activeness seem to correspond to be facets of 'confident/dominant/composed' as discussed in the devlog. If I'm understand the devlog correctly, the idea is that the emotions experienced by the unit affects these values ("valence/arousal/dominance emotional theory stuff" is a classification method of emotions, I think this one).
Then...
unk_8 goes up whenever an persuation interrogation on the subject in adventurer mode fails.
unk_9 goes up whenever an intimidation interrogation on the subject in adventurer mode fails.
Finally...
unk_3 is the layer coordinate of the last meeting.
Which means unk_2 is probably a y-coordinate, and meet_count is actually an x-coordinate. I suspect meet_count got moved incorrectly, and then the original location of meet_count got renamed familiarity.
I'm not sure what to do with the coordinates, but the good news is that they also count for Dwarf Mode, so someone with a .50 dfhack build should be able to check this, especially on a fort with only a single meeting place.
The text was updated successfully, but these errors were encountered:
https://github.com/DFHack/df-structures/blob/1b1ffd4069652bf189ac0bc229ddf027009c110a/df.history.xml#L472:L486
I've been mucking about with intrigue and relationships in .47.4, and found out that some of these values relate to the interrogation mechanic in Adventurer Mode. However, because adventurer mode is disabled in .50, I'm just going to park my observations here until it is enabled again.
The unknown variables are largely first described in the devlog of the 16th of October 2019:
unk_4
controls the attitude, with positive values being Positive Attitude, with around >50 becoming Positive Attitude (Green). Neutral attitude is around 0 and seems to be between 10 and -10, but more research is required. < -25 is negative attitude (orange) <-50 is negative attitude (red)unk_5
is patience. This controls how much the subject of the conversation wants to continue the conversation. Nothing is shown between -25 to +25, >25 becomes 'Patient' and <-25 is Impatient (Yellow), <-50 is Impatient (Red).unk_6
is confidence. Nothing is shown between -25 to +25. >= 25 is 'confident', > 50 is 'bold' and <-25 is 'unassuming', < -75 is 'acquiscent'unk_7
is activeness. Not sure yet how exactly this one works, but >50 is 'animated', <-50 is 'sluggish', I've also seen 'inactive' is <0 >= -25. 'Agitated' is > 75Confidence and activeness seem to correspond to be facets of 'confident/dominant/composed' as discussed in the devlog. If I'm understand the devlog correctly, the idea is that the emotions experienced by the unit affects these values ("valence/arousal/dominance emotional theory stuff" is a classification method of emotions, I think this one).
Then...
unk_8
goes up whenever an persuation interrogation on the subject in adventurer mode fails.unk_9
goes up whenever an intimidation interrogation on the subject in adventurer mode fails.Finally...
unk_3
is the layer coordinate of the last meeting.unk_2
is probably a y-coordinate, andmeet_count
is actually an x-coordinate. I suspectmeet_count
got moved incorrectly, and then the original location ofmeet_count
got renamedfamiliarity
.I'm not sure what to do with the coordinates, but the good news is that they also count for Dwarf Mode, so someone with a .50 dfhack build should be able to check this, especially on a fort with only a single meeting place.
The text was updated successfully, but these errors were encountered: